z_overlay and z_fbdemo_dlftbls (Transition overlay handling), clean up a lot of u32s used to store pointers (#1073)

* overlay matches

* prototypes

* fbdemo too

* virtual to physical

* names, cleanup, etc

* bss reordering

* uintptr stuff

* fixed now?

* one fix

* headers and such

* fixes'n'stuff

* XXX action

* docs of a sort

* useless error codes

* n

* format

* header? I barely know her!

Co-authored-by: petrie911 <petrie911@users.noreply.github.com>
This commit is contained in:
petrie911
2022-10-04 15:46:32 -05:00
committed by GitHub
parent 8cd48db087
commit 2006a65ba6
46 changed files with 321 additions and 151 deletions
+3 -3
View File
@@ -84,7 +84,7 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) {
}
void EnHy_ChangeObjectAndAnim(EnHy* enHy, PlayState* play, s16 animIndex) {
gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[enHy->animObjIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[enHy->animObjIndex].segment);
EnHy_ChangeAnim(&enHy->skelAnime, animIndex);
}
@@ -92,7 +92,7 @@ s32 EnHy_UpdateSkelAnime(EnHy* enHy, PlayState* play) {
s32 isUpdated = false;
if (enHy->actor.draw != NULL) {
gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[enHy->animObjIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[enHy->animObjIndex].segment);
SkelAnime_Update(&enHy->skelAnime);
isUpdated = true;
}
@@ -119,7 +119,7 @@ s32 EnHy_Init(EnHy* enHy, PlayState* play, FlexSkeletonHeader* skeletonHeaderSeg
enHy->actor.objBankIndex = enHy->skelLowerObjIndex;
isInitialized = true;
ActorShape_Init(&enHy->actor.shape, 0.0f, NULL, 0.0f);
gSegments[6] = PHYSICAL_TO_VIRTUAL(play->objectCtx.status[enHy->actor.objBankIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[enHy->actor.objBankIndex].segment);
SkelAnime_InitFlex(play, &enHy->skelAnime, skeletonHeaderSeg, NULL, enHy->jointTable, enHy->morphTable,
ENHY_LIMB_MAX);
EnHy_ChangeObjectAndAnim(enHy, play, animIndex);